forked from ShuriZma/suyu
Merge pull request #1875 from JayFoxRox/fog
Implement standard fog (fog mode 5)
This commit is contained in:
commit
7d2d6e5f78
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@ -423,6 +423,20 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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break;
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}
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef):
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{
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g_state.fog.lut[regs.fog_lut_offset % 128].raw = value;
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regs.fog_lut_offset.Assign(regs.fog_lut_offset + 1);
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break;
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}
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default:
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break;
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}
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@ -401,6 +401,16 @@ struct Regs {
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TevStageConfig tev_stage3;
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INSERT_PADDING_WORDS(0x3);
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enum class FogMode : u32 {
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None = 0,
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Fog = 5,
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Gas = 7,
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};
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union {
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BitField<0, 3, FogMode> fog_mode;
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BitField<16, 1, u32> fog_flip;
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union {
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// Tev stages 0-3 write their output to the combiner buffer if the corresponding bit in
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// these masks are set
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@ -415,8 +425,23 @@ struct Regs {
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return (stage_index < 4) && (update_mask_a & (1 << stage_index));
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}
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} tev_combiner_buffer_input;
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};
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union {
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u32 raw;
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BitField< 0, 8, u32> r;
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BitField< 8, 8, u32> g;
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BitField<16, 8, u32> b;
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} fog_color;
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INSERT_PADDING_WORDS(0x4);
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BitField<0, 16, u32> fog_lut_offset;
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INSERT_PADDING_WORDS(0x1);
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u32 fog_lut_data[8];
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INSERT_PADDING_WORDS(0xf);
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TevStageConfig tev_stage4;
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INSERT_PADDING_WORDS(0x3);
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TevStageConfig tev_stage5;
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@ -1318,6 +1343,10 @@ ASSERT_REG_POSITION(tev_stage1, 0xc8);
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ASSERT_REG_POSITION(tev_stage2, 0xd0);
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ASSERT_REG_POSITION(tev_stage3, 0xd8);
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ASSERT_REG_POSITION(tev_combiner_buffer_input, 0xe0);
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ASSERT_REG_POSITION(fog_mode, 0xe0);
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ASSERT_REG_POSITION(fog_color, 0xe1);
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ASSERT_REG_POSITION(fog_lut_offset, 0xe6);
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ASSERT_REG_POSITION(fog_lut_data, 0xe8);
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ASSERT_REG_POSITION(tev_stage4, 0xf0);
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ASSERT_REG_POSITION(tev_stage5, 0xf8);
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ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd);
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@ -33,10 +33,10 @@ struct State {
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u32 raw;
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// LUT value, encoded as 12-bit fixed point, with 12 fraction bits
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BitField< 0, 12, u32> value;
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BitField< 0, 12, u32> value; // 0.0.12 fixed point
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// Used by HW for efficient interpolation, Citra does not use these
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BitField<12, 12, u32> difference;
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BitField<12, 12, s32> difference; // 1.0.11 fixed point
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float ToFloat() {
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return static_cast<float>(value) / 4095.f;
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@ -46,6 +46,18 @@ struct State {
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std::array<std::array<LutEntry, 256>, 24> luts;
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} lighting;
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struct {
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union LutEntry {
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// Used for raw access
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u32 raw;
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BitField< 0, 13, s32> difference; // 1.1.11 fixed point
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BitField<13, 11, u32> value; // 0.0.11 fixed point
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};
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std::array<LutEntry, 128> lut;
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} fog;
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/// Current Pica command list
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struct {
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const u32* head_ptr;
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@ -398,6 +398,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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float24::FromFloat32(static_cast<float>(w2)));
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float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
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// interpolated_z = z / w
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float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) / wsum;
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
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float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// Potentially switch to W-Buffer
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if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Clamp the result
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depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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// Perspective correct attribute interpolation:
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// Attribute values cannot be calculated by simple linear interpolation since
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// they are not linear in screen space. For example, when interpolating a
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@ -833,6 +853,38 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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continue;
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}
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// Apply fog combiner
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// Not fully accurate. We'd have to know what data type is used to
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// store the depth etc. Using float for now until we know more
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// about Pica datatypes
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if (regs.fog_mode == Regs::FogMode::Fog) {
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const Math::Vec3<u8> fog_color = {
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static_cast<u8>(regs.fog_color.r.Value()),
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static_cast<u8>(regs.fog_color.g.Value()),
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static_cast<u8>(regs.fog_color.b.Value()),
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};
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// Get index into fog LUT
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float fog_index;
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if (g_state.regs.fog_flip) {
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fog_index = (1.0f - depth) * 128.0f;
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} else {
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fog_index = depth * 128.0f;
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}
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// Generate clamped fog factor from LUT for given fog index
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float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
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float fog_f = fog_index - fog_i;
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const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
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float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / 2047.0f; // This is signed fixed point 1.11
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fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
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// Blend the fog
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for (unsigned i = 0; i < 3; i++) {
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combiner_output[i] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i];
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}
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}
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u8 old_stencil = 0;
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auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
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@ -887,27 +939,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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}
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// interpolated_z = z / w
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float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) / wsum;
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
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float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// Potentially switch to W-Buffer
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if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Clamp the result
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depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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// Convert float to integer
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unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
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u32 z = (u32)(depth * ((1 << num_bits) - 1));
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@ -62,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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uniform_block_data.lut_dirty[index] = true;
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}
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uniform_block_data.fog_lut_dirty = true;
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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@ -102,6 +104,18 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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// Setup the LUT for the fog
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{
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fog_lut.Create();
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state.fog_lut.texture_1d = fog_lut.handle;
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}
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state.Apply();
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glActiveTexture(GL_TEXTURE9);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Sync fixed function OpenGL state
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SyncCullMode();
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SyncBlendEnabled();
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@ -215,6 +229,12 @@ void RasterizerOpenGL::DrawTriangles() {
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}
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}
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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty) {
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SyncFogLUT();
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uniform_block_data.fog_lut_dirty = false;
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}
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// Sync the uniform data
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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@ -280,6 +300,21 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncBlendColor();
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break;
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// Fog state
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case PICA_REG_INDEX(fog_color):
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SyncFogColor();
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break;
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
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case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef):
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uniform_block_data.fog_lut_dirty = true;
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break;
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// Alpha test
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case PICA_REG_INDEX(output_merger.alpha_test):
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SyncAlphaTest();
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@ -329,6 +364,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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break;
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// TEV stages
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// (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input)
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case PICA_REG_INDEX(tev_stage0.color_source1):
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case PICA_REG_INDEX(tev_stage0.color_modifier1):
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case PICA_REG_INDEX(tev_stage0.color_op):
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@ -950,9 +986,15 @@ void RasterizerOpenGL::SetShader() {
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
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GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
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if (uniform_fog_lut != -1) { glUniform1i(uniform_fog_lut, 9); }
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match!");
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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// Update uniforms
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@ -974,6 +1016,8 @@ void RasterizerOpenGL::SetShader() {
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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}
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SyncFogColor();
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}
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}
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@ -1040,6 +1084,30 @@ void RasterizerOpenGL::SyncBlendColor() {
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state.blend.color.alpha = blend_color[3];
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}
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void RasterizerOpenGL::SyncFogColor() {
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const auto& regs = Pica::g_state.regs;
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uniform_block_data.data.fog_color = {
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regs.fog_color.r.Value() / 255.0f,
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regs.fog_color.g.Value() / 255.0f,
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regs.fog_color.b.Value() / 255.0f
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};
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uniform_block_data.dirty = true;
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}
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void RasterizerOpenGL::SyncFogLUT() {
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std::array<GLuint, 128> new_data;
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std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), [](const auto& entry) {
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return entry.raw;
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});
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if (new_data != fog_lut_data) {
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fog_lut_data = new_data;
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glActiveTexture(GL_TEXTURE9);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, fog_lut_data.data());
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}
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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const auto& regs = Pica::g_state.regs;
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if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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@ -76,6 +76,9 @@ union PicaShaderConfig {
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state.tev_stages[i].scales_raw = tev_stage.scales_raw;
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}
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state.fog_mode = regs.fog_mode;
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state.fog_flip = regs.fog_flip;
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state.combiner_buffer_input =
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regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
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regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
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@ -168,13 +171,14 @@ union PicaShaderConfig {
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};
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struct State {
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Pica::Regs::CompareFunc alpha_test_func;
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Pica::Regs::TextureConfig::TextureType texture0_type;
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std::array<TevStageConfigRaw, 6> tev_stages;
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u8 combiner_buffer_input;
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Pica::Regs::DepthBuffering depthmap_enable;
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Pica::Regs::FogMode fog_mode;
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bool fog_flip;
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struct {
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struct {
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@ -316,19 +320,22 @@ private:
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GLfloat dist_atten_scale;
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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// Not following that rule will cause problems on some AMD drivers.
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struct UniformData {
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// A vec4 color for each of the six tev stages
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GLvec4 const_color[6];
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GLvec4 tev_combiner_buffer_color;
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GLint alphatest_ref;
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GLfloat depth_scale;
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GLfloat depth_offset;
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alignas(16) GLvec3 fog_color;
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alignas(16) GLvec3 lighting_global_ambient;
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LightSrc light_src[8];
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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) GLvec4 tev_combiner_buffer_color;
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};
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static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) == 0x3A0, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Sets the OpenGL shader in accordance with the current PICA register state
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@ -352,6 +359,10 @@ private:
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/// Syncs the blend color to match the PICA register
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void SyncBlendColor();
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/// Syncs the fog states to match the PICA register
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void SyncFogColor();
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void SyncFogLUT();
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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@ -419,6 +430,7 @@ private:
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struct {
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UniformData data;
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bool lut_dirty[6];
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bool fog_lut_dirty;
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bool dirty;
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} uniform_block_data = {};
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@ -430,4 +442,7 @@ private:
|
|||
|
||||
std::array<OGLTexture, 6> lighting_luts;
|
||||
std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
|
||||
|
||||
OGLTexture fog_lut;
|
||||
std::array<GLuint, 128> fog_lut_data{};
|
||||
};
|
||||
|
|
|
@ -552,17 +552,19 @@ struct LightSrc {
|
|||
};
|
||||
|
||||
layout (std140) uniform shader_data {
|
||||
vec4 const_color[NUM_TEV_STAGES];
|
||||
vec4 tev_combiner_buffer_color;
|
||||
int alphatest_ref;
|
||||
float depth_scale;
|
||||
float depth_offset;
|
||||
vec3 fog_color;
|
||||
vec3 lighting_global_ambient;
|
||||
LightSrc light_src[NUM_LIGHTS];
|
||||
vec4 const_color[NUM_TEV_STAGES];
|
||||
vec4 tev_combiner_buffer_color;
|
||||
};
|
||||
|
||||
uniform sampler2D tex[3];
|
||||
uniform sampler1D lut[6];
|
||||
uniform usampler1D fog_lut;
|
||||
|
||||
// Rotate the vector v by the quaternion q
|
||||
vec3 quaternion_rotate(vec4 q, vec3 v) {
|
||||
|
@ -580,6 +582,12 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
return out;
|
||||
}
|
||||
|
||||
out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
|
||||
out += "float depth = z_over_w * depth_scale + depth_offset;\n";
|
||||
if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
|
||||
out += "depth /= gl_FragCoord.w;\n";
|
||||
}
|
||||
|
||||
if (state.lighting.enable)
|
||||
WriteLighting(out, config);
|
||||
|
||||
|
@ -596,14 +604,30 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
out += ") discard;\n";
|
||||
}
|
||||
|
||||
out += "color = last_tex_env_out;\n";
|
||||
|
||||
out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
|
||||
out += "float depth = z_over_w * depth_scale + depth_offset;\n";
|
||||
if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
|
||||
out += "depth /= gl_FragCoord.w;\n";
|
||||
// Append fog combiner
|
||||
if (state.fog_mode == Regs::FogMode::Fog) {
|
||||
// Get index into fog LUT
|
||||
if (state.fog_flip) {
|
||||
out += "float fog_index = (1.0 - depth) * 128.0;\n";
|
||||
} else {
|
||||
out += "float fog_index = depth * 128.0;\n";
|
||||
}
|
||||
|
||||
// Generate clamped fog factor from LUT for given fog index
|
||||
out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n";
|
||||
out += "float fog_f = fog_index - fog_i;\n";
|
||||
out += "uint fog_lut_entry = texelFetch(fog_lut, int(fog_i), 0).r;\n";
|
||||
out += "float fog_lut_entry_difference = float(int((fog_lut_entry & 0x1FFFU) << 19U) >> 19);\n"; // Extract signed difference
|
||||
out += "float fog_lut_entry_value = float((fog_lut_entry >> 13U) & 0x7FFU);\n";
|
||||
out += "float fog_factor = (fog_lut_entry_value + fog_lut_entry_difference * fog_f) / 2047.0;\n";
|
||||
out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
|
||||
|
||||
// Blend the fog
|
||||
out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n";
|
||||
}
|
||||
|
||||
out += "gl_FragDepth = depth;\n";
|
||||
out += "color = last_tex_env_out;\n";
|
||||
|
||||
out += "}";
|
||||
|
||||
|
|
|
@ -58,6 +58,8 @@ OpenGLState::OpenGLState() {
|
|||
lut.texture_1d = 0;
|
||||
}
|
||||
|
||||
fog_lut.texture_1d = 0;
|
||||
|
||||
draw.read_framebuffer = 0;
|
||||
draw.draw_framebuffer = 0;
|
||||
draw.vertex_array = 0;
|
||||
|
@ -195,6 +197,12 @@ void OpenGLState::Apply() const {
|
|||
}
|
||||
}
|
||||
|
||||
// Fog LUT
|
||||
if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
|
||||
glActiveTexture(GL_TEXTURE9);
|
||||
glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
|
||||
}
|
||||
|
||||
// Framebuffer
|
||||
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
||||
|
|
|
@ -67,6 +67,10 @@ public:
|
|||
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
|
||||
} lighting_luts[6];
|
||||
|
||||
struct {
|
||||
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
|
||||
} fog_lut;
|
||||
|
||||
struct {
|
||||
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
|
||||
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
||||
|
|
Loading…
Reference in New Issue